Robert at Zeboyd Games
Banned
Am I right in remembering that you can retry battles if you die, or at the very least not go back like 30 mins to when you last saved?
Yes, there's a retry battle option.
Am I right in remembering that you can retry battles if you die, or at the very least not go back like 30 mins to when you last saved?
Any battle?Yes, there's a retry battle option.
I'm on the pre-order page as I just got my 10 euro from the EU promotion, but something stopped me. I kind of want to play the game on the Vita, but I don't see it mentioned on the store. Is it not cross-buy?
It will be cross-buy, but the Vita version is coming out later.
Game is currently just under 5GBs. Not sure how much we'll be able to get that down for the Vita version if at all.
Is there anything prerendered? I would have figured that scaling down the resolution would've already dropped the file size considerably.
There's no scaling down - the default native resolution is 480 x 270. Nothing prerendered either. Lots of uncompressed 2D art & music.
Robert, you might have answered this already, but will the Steam version have a 20% discount at launch, or is that only for the pre-order versions?
I know that the Humble Bundle version with a Steam key is 20% off, but I have $24 credit on my Steam account
Plan is for Steam version to have a 20% discount at launch.
Game is currently just under 5GBs. Not sure how much we'll be able to get that down for the Vita version if at all.
Ya....that basically kills any chance of it coming physically then lol. Not sure people would be too happy with getting a cartridge and then having to download almost 2gbs of data either, even though I know it's been done with some games and the patches that came later (Senran Kagura Estival Versus is an example that the West has gotten).
Just be glad you have it on Vita at all, you damn cultists
Well, hasn't a LRG release been confirmed for a while now?
I don't know how bad the audio is in vanilla Valkyrie Drive, but putting a high quality version of it on the store seems like a good idea. Or maybe releasing a game with the audio coming exclusively as a dlc/update is not even allowed by Sony, I don't know.
Maybe I just imagined it, but I thought you could do 8GB Vita carts these days.
but, but, but......
Weird to think that this can be a 5GB Vita title. I mean, assets shouldn't be as big as the ones for the PS4, that's just the first thing you can think about shrinking the size.
He said art & audio assets are uncompressed. It being a 2d game there's no reason for the game to be smaller on Vita. This is not an HD game where the PS4 game would have HD assets and Vita could do with lower quality ones.Weird to think that this can be a 5GB Vita title. I mean, assets shouldn't be as big as the ones for the PS4, that's just the first thing you can think about shrinking the size.
You're right, I forgot about WoFF, I thought it was only for the jp dub.We know it's allowed since Square did it with World of Final Fantasy, then again that's Square. For this it would be an issue of just how much effort it would take to potentially split the game just for physical buyers and how much backlash there could potentially be from LRG customers if they had to download a large chunk of the game outside of the cart to even be able to play.
You'd think that would be the case. I'm pretty sure Falcom was like "Hey, Sony, we kinda need them, we'll even manufacture them ourselves." and Sony said no.Maybe I just imagined it, but I thought you could do 8GB Vita carts these days.
Audio? I'm guessing that's what is mostly bloating the file size.Native res is 480x270 on all platforms. Those same assets are being scaled up by integer for larger resolution screens. It's pixel art, not super HD 4K textures for consoles and low res textures for Vita, so I'm not really sure what you'd be "shrinking."
Audio? I'm guessing that's what is mostly bloating the file size.
Oh wait, I forgot about the dlc shenanigans. If you make the audio a dlc then EU peeps can't actually use it, unlike an update, which is not tied to a regional store. Fucking Escha & Logy Plus flashbacks.
No, the art assets are taking up more space than the audio. About a gig for all the location art, half a gig for the cutscenes, a few hundred for character & enemy sprites, etc. Anyway, we'll look into ways to try to reduce size when we finish up the Vita version. And if we still can't get it down to acceptable cart size, well, then at least we tried.
And if we still can't get it down to acceptable cart size, well, then at least we tried.
Happy to give you guys my support by preordering on PSN.
Won't dig in until the Vita version is out, though.
Oh, wait...did you say cross-save or not?
Also, is your review code out in the wild for critics to dig into?
The game isn't cross-save at the moment. We'll try to get it in but no guarantees.
Here ya go.
Uncompressed 2D assets are nice and all but I'm really curious about the technical details, how does a game like Chrono Trigger manage to squeeze itself into 3MB while CSH is 5GB (over 1500x the size) with apparently no way to make it smaller? The increase in resolution is only 2.26 (480*270 / 256*224) so that can't be it. I guess colour depth is another thing, but that still doesn't add up.
Uncompressed 2D assets are nice and all but I'm really curious about the technical details, how does a game like Chrono Trigger manage to squeeze itself into 3MB while CSH is 5GB (over 1500x the size) with apparently no way to make it smaller? The increase in resolution is only 2.26 (480*270 / 256*224) so that can't be it. I guess colour depth is another thing, but that still doesn't add up.
I know cross save is up in the air, but is it cross-buy? Already preordered and you have my money. Just want to know...
I have no clue how SNES games were able to be so small although with Chrono Trigger, there's a lot of asset reuse with map & enemy assets. Our maps are setup more along the lines of Square's PS1 games like FF7 & Parasite Eve where each map is several large image files layered on top of each other.
Is the game fully 2d or 'top down 3d' like quite a few unity 2d games lol?
The game uses the 2DToolkit 3rd party add-on to handle the graphics & camera (we started work on the game before Unity had built-in 2D support). All of the assets are 2D; we don't use any 3D assets in the game.